This podcast explores the potential of XR technology to enhance learning outcomes. Topics include the affordances of XR, examples of XR learning experiences, emotions induced by VR features, comparing UX in 2D and 3D spaces, and accessibility in XR development.
Addressing accessibility in XR design is crucial for ensuring equal access and usability for all users.
Deep dives
Understanding Extended Reality (XR) Technologies
Extended reality, or XR, encompasses virtual reality, augmented reality, and mixed reality, offering various levels of immersion and interaction with digital content. Despite technological advancements in XR, there is ongoing exploration to maximize its potential. Jan Plass highlights the significant impact of XR in learning environments, emphasizing the importance of understanding the unique affordances of each immersive technology. Successful applications of XR in learning and education, along with considerations when designing user experiences in 3D versus 2D spaces, are discussed.
XR's Potential for Learning and Education
XR, particularly virtual reality, provides a distinct spatial arrangement of information that traditional screen-based learning struggles to convey. By immersing learners in 3D environments, such as exploring biology concepts or the solar system interactively, XR enhances spatial relations, immersion, and presence for more effective learning experiences. Augmented reality also holds promise for offering diverse educational experiences, such as simulations and interactive learning modules.
Ensuring Accessibility and Inclusivity in XR Experiences
Addressing accessibility and inclusivity in XR experiences is crucial, considering both access and ability-related challenges. Designing with inclusivity in mind from the outset is key to ensuring equal access to XR technologies. Collaborating with accessibility experts, employing auditory cues, and considering a spectrum of abilities can enhance the accessibility and usability of XR experiences for all users.
The Design of Everyday Things
CHAPTERS:
0:00-3:13 - Intro
3:13-5:35 - What is XR?
5:35-8:54 - XR as a Learning Opportunity
8:54-12:19 - Examples of XR for learning
12:19-15:30 - Evidence of Learning with VR Technology
15:30-18.51 - Can VR features Induce Emotions and Result in Better Learning Outcomes?
18:51-23.45 - Comparing UX in 2D and 3D spaces?
23:45-27:41 - Accessibility and Inclusivity in XR
27:41 - XR Development: The Role of Affordances
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